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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UAssetManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TSharedPtr< FStreamableHandle > ChangeBundleStateForPrimaryAssets
(
const TArray< FPrimaryAssetId >& AssetsToChange, |
Changes the bundle state of a set of loaded primary assets. | Engine/AssetManager.h | |
virtual TSharedPtr< FStreamableHandle > ChangeBundleStateForPrimaryAssets
(
const TArray< FPrimaryAssetId >& AssetsToChange, |
Changes the bundle state of a set of loaded primary assets. | Engine/AssetManager.h |
ChangeBundleStateForPrimaryAssets(const TArray< FPrimaryAssetId > &, const TArray< FName > &, const TArray< FName > &, bool, FAssetManagerLoadParams &&, UE::FSourceLocation)
Description
Changes the bundle state of a set of loaded primary assets. You can wait on the returned streamable request or poll as needed. If there is no work to do, returned handle will be null and delegate will get called.
| Name | ChangeBundleStateForPrimaryAssets |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
| Source | /Engine/Source/Runtime/Engine/Private/AssetManager.cpp |
virtual TSharedPtr < FStreamableHandle > ChangeBundleStateForPrimaryAssets
(
const TArray < FPrimaryAssetId > & AssetsToChange,
const TArray < FName > & AddBundles,
const TArray < FName > & RemoveBundles,
bool bRemoveAllBundles,
FAssetManagerLoadParams && LoadParams,
UE::FSourceLocation Location
)
Streamable Handle that can be used to poll or wait. You do not need to keep this handle to stop the assets from being unloaded
Parameters
| Name | Remarks |
|---|---|
| AssetsToChange | List of primary assets to change state of |
| AddBundles | List of bundles to add |
| RemoveBundles | Explicit list of bundles to remove |
| RemoveAllBundles | If true, remove all existing bundles even if not in remove list |
| LoadParams | Contains callbacks and async load priority |
| Location | [optional] Is not intended for direct use, the parameter catches call site source location and passes it down to the streaming manager. See FStreamingManager. |
ChangeBundleStateForPrimaryAssets(const TArray< FPrimaryAssetId > &, const TArray< FName > &, const TArray< FName > &, bool, FStreamableDelegate, TAsyncLoadPriority, UE::FSourceLocation)
Description
Changes the bundle state of a set of loaded primary assets. You can wait on the returned streamable request or poll as needed. If there is no work to do, returned handle will be null and delegate will get called. Prefer the overloads with Param structs for new code.
| Name | ChangeBundleStateForPrimaryAssets |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h |
| Include Path | #include "Engine/AssetManager.h" |
virtual TSharedPtr < FStreamableHandle > ChangeBundleStateForPrimaryAssets
(
const TArray < FPrimaryAssetId > & AssetsToChange,
const TArray < FName > & AddBundles,
const TArray < FName > & RemoveBundles,
bool bRemoveAllBundles,
FStreamableDelegate DelegateToCall,
TAsyncLoadPriority Priority,
UE::FSourceLocation Location
)
Streamable Handle that can be used to poll or wait. You do not need to keep this handle to stop the assets from being unloaded
Parameters
| Name | Remarks |
|---|---|
| AssetsToChange | List of primary assets to change state of |
| AddBundles | List of bundles to add |
| RemoveBundles | Explicit list of bundles to remove |
| RemoveAllBundles | [optional] If true, remove all existing bundles even if not in remove list |
| DelegateToCall | [optional] Delegate that will be called on completion |
| Priority | [optional] Async loading priority for this request |
| Location | [optional] Is not intended for direct use, the parameter catches call site source location and passes it down to the streaming manager. See FStreamingManager. |